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> A tough team choice!
wargear
post Aug 23 2007, 09:59 AM
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Heh, not because it is too powerful.

Hell, a decent grenade launcher can achieve many of the same effects as the mage.

No, it's because I would never allow a magic-user who I cannot trust implicitly to participate in a run with a character of mine. A tricked out combat mage with no ties of loyalty to the team can wreak far more havok than a tricked out combat decker.

Now I'm not saying a combat decker cannot waste the entire team if he turns on them mid run, but unless the team is Very trusting, he's going to be in the thick of it with them when it goes down.
The mage can take out the whole team from a distance without exposing himself to reprisal, and can withdraw from the team midrun at the worst possible time with ease.
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Wounded Ronin
post Aug 23 2007, 11:42 PM
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QUOTE (tisoz)
QUOTE (wargear @ Aug 22 2007, 10:39 PM)
The Decker. Its one of Mr. Johnson's men, who will have an agenda all of his own, and not necessarily one in the best interests of the shadowrunners. The combat decker is limited to the same real world limitations of the rest of the team. A mage would be far too much of a wild card for any sane team to work with.

So you choose the decker because the mage is too powerful?

That's what the gist of a lot of this is.
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wargear
post Aug 24 2007, 12:44 AM
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It's not "Power" that causes me to favour the Decker over the Mage.

I've seen a pair of Sams level a city block, and I know damn well just how powerful the matrix can be in the hands of a competant decker.

It's the lack of control I object to. I like to know exactly what my team is capable of. I can check the Decker's deck, his cyberware and his weapons readily enough. How do you check what spells a Mage knows?

One team I was on had a Cat Shaman who kept his knowledge of the Mind Probe spell a secret until we discovered him using it on us...a lot. That didn't end well.

All said, not got a problem with the mage's power levels, just with the lack of control over him.
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Fortune
post Aug 24 2007, 12:56 AM
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What Decker lets you 'check' or otherwise fuck with their stuff?
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BishopMcQ
post Aug 24 2007, 03:57 AM
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Generally the type that has a skilltwitcher and a jackstopper shoved up their datajack, is in plasteel restraints with 2 APDS rounds fired clear through their skull. Anything less and they are holding back on you.

Back On Topic--I'd take the decker unless the mage is willing to leave a ritual sample behind for my friends to take care of while we are inside. Breaking into the middle of an Ares compound without a decker is going to be suicide. Either way, I foresee heavy weapons and smoke grenades, but at least the decker can unlock the doors for you.
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Mightyflapjack
post Aug 25 2007, 02:49 AM
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Give me a mage with Control Thoughts.

We drive by club cyberspace looking for an obvious decker type.. mind control him.. and take him on the run with us.

:D
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Hocus Pocus
post Aug 25 2007, 04:24 AM
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ya need a hot babe mage for some heretofore unknown reason wears like a bikini as she goes into combat. Also to flirt mercilessly with your own team members when on down time. hots.
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Kyleigh Wester
post Aug 25 2007, 07:21 AM
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QUOTE (Hocus Pocus)
ya need a hot babe mage for some heretofore unknown reason wears like a bikini as she goes into combat. Also to flirt mercilessly with your own team members when on down time. hots.

When it comes to hawt babes, I always take the Yakuza chicks with the nano tatts, as my team got to see last session.
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toturi
post Aug 25 2007, 07:57 AM
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QUOTE (wargear)
It's not "Power" that causes me to favour the Decker over the Mage.

I've seen a pair of Sams level a city block, and I know damn well just how powerful the matrix can be in the hands of a competant decker.

It's the lack of control I object to. I like to know exactly what my team is capable of. I can check the Decker's deck, his cyberware and his weapons readily enough. How do you check what spells a Mage knows?

One team I was on had a Cat Shaman who kept his knowledge of the Mind Probe spell a secret until we discovered him using it on us...a lot. That didn't end well.

All said, not got a problem with the mage's power levels, just with the lack of control over him.

If you can check your team's decker's deck, cyber and weapons "readily enough", then you don't need him. If you do not have a mage's spell defense, then any other mage can cast that Mind Probe and you still can't do a thing about it.

And since when do you have control over another PC? It is not a lack of control over the mage, but a lack of control over the player. And if you can get control over another player, you'd be a rich man.
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Ed Simons
post Aug 26 2007, 12:16 AM
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QUOTE (Kyleigh Wester)
If you were stupid enough to take this mission, which would you choose?

The most logical reason for Mr. J not even telling you what you're supposed to acquire and sending his own man along is that Mr. J expects his man to be the only one returning with the McGuffin.

People are picking the NPC that's easier to geek, because they're going to have to geek the NPC anyway.

Which is a mistake, because the NPC you don't take on the Run is going to be part of the group Mr. J has waiting to kill you when you return for payment. Mr. J and his goons plus the Combat Decker is going to be an easier fight than Mr. J and his goons plus the Combat Mage.

So I recommend taking the mage.

As the old saying goes 'Geek the mage first'.

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Crusher Bob
post Aug 26 2007, 04:44 AM
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Nah, pick the decker. His deck + programs + ware are gonna be worth a lot more than the mages feeble meat body. So when you geek them, sell them for parts, and disappear the decker will give you a step up.

Unless the mage has a lot of foci, of course...
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hyzmarca
post Aug 26 2007, 06:00 AM
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QUOTE (Kyleigh Wester)
QUOTE (Hocus Pocus @ Aug 24 2007, 11:24 PM)
ya need a hot babe mage for some heretofore unknown reason wears like a bikini as she goes into combat. Also to flirt mercilessly with your own team members when on down time. hots.

When it comes to hawt babes, I always take the Yakuza chicks with the nano tatts, as my team got to see last session.

Lesbian Night Ones with SURGE prehensile tails are better still.

The decker is more dangerous inside a facility, where he can use all of the facility's many and varied deathtraps against you once your services are no longer needed.


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Hocus Pocus
post Aug 29 2007, 02:45 AM
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hots
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Draconis
post Aug 31 2007, 12:42 AM
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I choose the toaster shaman. 'Nuff said.
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Seven-7
post Aug 31 2007, 03:00 AM
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You're making this into a choice, which with the proper fandangling shouldn't be.

Shaman of the Streets.

Full Magician, Computer 6, trode net (at first), then Datajack.

Rigger: Preprogramming with computer skill.

Hacking: Computer skill, can use Red-12 Hosts for 1,200/day to get -6TN to programming tests (read above) and 12 comp dice.

Shamaning: Spirits! Spells! All the worries that Deckers and Riggers have, but none.


Granted, you need Robotic Pilots for th Preprogramming, but you might be able to slip a custom vehicle by the Gm with one in it, and there (I can't recall) might be a cheapo vehicle with one at R1 that you can strip out.
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Kyleigh Wester
post Aug 31 2007, 03:07 AM
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QUOTE (Seven-7)
You're making this into a choice, which with the proper fandangling shouldn't be.

Shaman of the Streets.

Full Magician, Computer 6, trode net (at first), then Datajack.

Rigger: Preprogramming with computer skill.

Hacking: Computer skill, can use Red-12 Hosts for 1,200/day to get -6TN to programming tests (read above) and 12 comp dice.

Shamaning: Spirits! Spells! All the worries that Deckers and Riggers have, but none.


Granted, you need Robotic Pilots for th Preprogramming, but you might be able to slip a custom vehicle by the Gm with one in it, and there (I can't recall) might be a cheapo vehicle with one at R1 that you can strip out.

This thread is about which one of the two you'd take with you if you had a choice for the most part. After all, you can't design your friends characters, or the NPCs. If you could only take a mage or a decker it comes down to one or the other.
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Draconis
post Sep 1 2007, 10:53 AM
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QUOTE (Kyleigh Wester)
QUOTE (Seven-7 @ Aug 30 2007, 10:00 PM)
You're making this into a choice, which with the proper fandangling shouldn't be.

Shaman of the Streets.

Full Magician, Computer 6, trode net (at first), then Datajack.

Rigger: Preprogramming with computer skill.

Hacking: Computer skill, can use Red-12 Hosts for 1,200/day to get -6TN to programming tests (read above) and 12 comp dice.

Shamaning: Spirits! Spells! All the worries that Deckers and Riggers have, but none.


Granted, you need Robotic Pilots for th Preprogramming, but you might be able to slip a custom vehicle by the Gm with one in it, and there (I can't recall) might be a cheapo vehicle with one at R1 that you can strip out.

This thread is about which one of the two you'd take with you if you had a choice for the most part. After all, you can't design your friends characters, or the NPCs. If you could only take a mage or a decker it comes down to one or the other.

Why not just take parts of both? :D
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wargear
post Sep 1 2007, 12:05 PM
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QUOTE (Draconis)
QUOTE (Kyleigh Wester @ Aug 31 2007, 03:07 AM)

This thread is about which one of the two you'd take with you if you had a choice for the most part. After all, you can't design your friends characters, or the NPCs. If you could only take a mage or a decker it comes down to one or the other.

Why not just take parts of both? :D

What? Hack great steaming chucks off of both of them?

Good idea. It may not make your dealings with Mr. Johnson any easier, but your Tanamous contact is going to love you...
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Draconis
post Sep 1 2007, 12:32 PM
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QUOTE (wargear)
QUOTE (Draconis @ Sep 1 2007, 08:53 PM)
QUOTE (Kyleigh Wester @ Aug 31 2007, 03:07 AM)

This thread is about which one of the two you'd take with you if you had a choice for the most part. After all, you can't design your friends characters, or the NPCs. If you could only take a mage or a decker it comes down to one or the other.

Why not just take parts of both? :D

What? Hack great steaming chucks off of both of them?

Good idea. It may not make your dealings with Mr. Johnson any easier, but your Tanamous contact is going to love you...

Well two heads is better than one. ;)
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Sir_Psycho
post Sep 3 2007, 12:08 PM
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For my play style, which is usually quick and stealthy, and especially if breaking into a secretive facility owned by a fraggin' triple AAA, I'd like a Decker so I could actually move through the doors, not get spotted straight away by security cameras, set off alarms and get myself into a whole lot of trouble.

There would probably be the occasional stressful "geek the mage!" or "ARGH SPIRIT! RUN", but I'd still prefer the decker.


For the sake of playing and number crunching though, I'd prefer the mage, because you can all play together without having to wait for the GM to play through the Matrix actions with the decker, while everyone else has to lie around and eat pizza. shocking.
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wargear
post Sep 4 2007, 07:18 AM
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QUOTE (Sir_Psycho)
For the sake of playing and number crunching though, I'd prefer the mage, because you can all play together without having to wait for the GM to play through the Matrix actions with the decker, while everyone else has to lie around and eat pizza. shocking.

Actually, this is another excellent arguement FOR taking the decker npc. Since there isn't a player attempting these matrix actions, the gm can decide either via simple dice roll or gm's fiat how successful the npc was. Saves a *lot* of time.

It's why we usually have a npc decker in most of our games.
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Platinum
post Sep 4 2007, 05:22 PM
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That argument can be used for mages that have to do astral overwatch. Or have to banish spirits.

Deckers and mages have completely different roles in a run. It is like comparing apples and oranges. Oranges are better if you are trying to make a screwdriver, apples are better for cider. If the run calls for cider, an orange won't help.

GM's that bypass pizza time with NPC deckers are really missing a great element of the game and are usually to lazy to keep the party together.
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wargear
post Sep 4 2007, 06:37 PM
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QUOTE (Platinum)
GM's that bypass pizza time with NPC deckers are really missing a great element of the game and are usually to lazy to keep the party together.

We encourage the art of multi-tasking. Eating pizza while rolling dice is a complex operation, and fumbles can be quite entertaining, but the extra half hour of gaming time is well worth the time spent mastering a new skill.
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venenum
post Sep 4 2007, 07:44 PM
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QUOTE (wargear)
QUOTE (Platinum @ Sep 5 2007, 03:22 AM)
GM's that bypass pizza time with NPC deckers are really missing a great element of the game and are usually to lazy to keep the party together.

We encourage the art of multi-tasking. Eating pizza while rolling dice is a complex operation, and fumbles can be quite entertaining, but the extra half hour of gaming time is well worth the time spent mastering a new skill.

whats even harder is taking a bite of pizza and then drinking soda without swallowing the pizza and rolling the dice and then reading them. saves energy, so you only have to swallow once.
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Fortune
post Sep 4 2007, 09:20 PM
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QUOTE (Platinum)
GM's that bypass pizza time with NPC deckers are really missing a great element of the game and are usually to lazy to keep the party together.

While I agree with the first part of your statement, the second doesn't automatically follow. A lot of times it is the Players themselves who would prefer to have an NPC'ed Decker/Hacker. This is no failing on the part of the GM, and is definitely not a sign of his being 'too lazy'.
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